RimWorld

RimWorld

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Walls are solid
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Mod, 1.4, 1.5, 1.6
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430.125 KB
2 Dec, 2022 @ 1:58pm
25 Aug @ 5:38am
22 Change Notes ( view )

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Walls are solid

Description
In Vanilla Rimworld, there's very little use for breaching weapons, as even bare fists are enough to drill through a mountain, let alone walls and doors. This mod fixes that, by nerfing every damage type against buildings, except for the ones used by breaching weapons. I recommend carrying a breach axe from now on!

For balancing purposes, turrets get damage multipliers to revert the nerf, so they should take normal damage. Big 'unclaimable' stuff like crashed ship parts and big mechanoid cluster buildings also get them so they are not so tedious to smash down.

New in version 1.3: Escaping prisoners and visitors will now bash walls instead of mining!


Technical Stuff:
This is possible by using tags from the game itself: buildingDamageFactorPassable and buildingDamageFactorImpassable. Impassable buildings are basically solid walls, and passable is everything else (eg: doors)

Default settings, can be changed in the Settings menu:
"Melee Sharp" damage: Cut, Stab, Poke, Scratch and Bite
Impassable: 10%
Passable: 40%
"Blunt" damage: Blunt, Crush
Impassable: 30%
Passable: 50%
"Ranged" damage: Bullet, Arrow
Impassable: 20%
Passable: 20%
"Explosion*" damage: Bomb
Impassable: 80%
Passable: 100%

*The bomb damage type is special, as it already has a default damage bonus against buildings, namely 4x against Impassable, and 2x against Passable. Walls are defined to receive 2x damage against Bomb and Thump, so the calculated value for a frag grenade damage is 50 x 4 x 2 = 400, enough to completely destroy a slate wall in one shot!
By changing the bonus to 0.8, grenades should now deal 80 damage to walls, and 100 to doors. Antigrain warheads deal, on point-blank, 418 damage to walls, this may be changed.

Additionally, weapons shaped like maces, clubs or hammers (precisely, weapons with a 'head' part that deals 'Blunt' damage) will be patched to deal a new damage type called "BluntCrushing", it works like vanilla Blunt.
"Hammer" damage: BluntCrushing
Impassable:150%
Passable: 200%
For reference, here is the damage types for breaching weapons, untouched by this mod:
"Thump Cannon Bullet" damage: Thump
Impassable:1500%
Passable: 750%
"Breaching Axe" damage: Demolish
Buildings: 1000%
Impassable:75%

The Breaching Axe def uses a third tag, buildingDamageFactor, that seems to be multiplied before buildingDamageFactorImpassable, so it deals a lot of damage to buildings, but only 10% of that to pawns.

For the 'digging out' issue, there's a Harmony Transpiler that forces pawns to bash walls by making they think they can't mine.


Frequently Asked Questions:
Will it stop naked prisoners and escaping pawns from obliterating everything in their path?
Now thanks to @wilki24, pawns will always bash instead of mining, meaning they won't deal much damage to any wall.

What about mountain bases?
Natural and smooth stone walls are the same as regular ones, except that they don't take 2x more damage against explosions and the thump cannon's blast.

What about infestations' digging?
They will deal regular mining damage to stone (80) and half the normal damage to built walls (from 40 to 20).

What about modded walls?
Should be patched automatically. If you find an odd one, let me know.

What about modded weapons?
Most modded weapons use the same damage types as vanilla, so there's no issue. If a mod has custom damage types, you can tell me in the comments.

Is it compatible with CE?
Combat Extended already has a patch that makes bullets and arrows deal very little damage to all buildings.

Feedback about the values is welcome.

This mod was heavily inspired by Aelanna's Fists Aren't Made of Steel, and is therefore incompatible with it (it does the same thing).
Popular Discussions View All (2)
2
27 Aug @ 2:20am
Error with compatibility
plaerjilion_RUS
1
19 Dec, 2022 @ 1:04pm
transpiler code for canMine bools
ogre
222 Comments
Observer_003 26 Sep @ 8:06pm 
Grenades still deal full 400 damage to vanilla walls while they deal 100 damage to doors.Is there something wrong with my game?
lpoxb 13 Sep @ 9:26am 
I belive there is soft conflict with Vanilla Furniture Expanded - Architect. Armored wall should have been resistant to breaching, but the raid broke it in an instant.
Draco137955 5 Sep @ 6:43am 
is this compatable with tools 'o Plenty? specificaly the pick and the rock drill are where my curiosity lies. i like to do mountain bases and would prefer if i could still dig even if that means making the picks mandantory.
Solaire 2 Sep @ 3:18pm 
defoliator ships and psychic droner ships are getting the resistance. is it intended?
Samaj 31 Aug @ 1:18pm 
It seems that the mech Tunneler (checked only for friendly ones) does not have any bonus for walls and deals pitiful damage to walls. As a "tunneling" mech I thought it should have a breaching bonus?
plaerjilion_RUS 24 Aug @ 10:17pm 
I found error with compatibility. I write about it in discussion
Victor  [author] 14 Aug @ 1:16pm 
@orzelek16 ok I partially fixed your problem, the mod wasn't actually replacing the Bomb damage factors, and I added a patch for [RH2] Rimmu-Nation² - Weapons, but now I need to add the new damage types for the "Revert Changes..." patch, so I'm thinking about rewriting it to be easier, or maybe even automatic, to add more modded damage types, as it currently only adds the basegame damages.
orzelek16 14 Aug @ 11:45am 
After a bit more tinkering around (due to insta kills on 1k hp turrets) I found out that your Bomb damage type is not getting applied - so mod like 2035 Armories would have weapons with bomb type that do a lot of damage to turrets. PAtching operation should not have name of patched node in the xpath to work properly.
orzelek16 10 Aug @ 3:51pm 
I have noticed my walls vanishing when under attack even with bomb damage reduced to 5% in this mod. I figured out that it's the Rimmu-Nation mod that adds weapons that have 4x damage multiplier to buildings that are not modified by multipliers set here. Can you take a look if it could be made compatible? (Rimmu-Nation adds it's own damage defs for those weapons with 4x building damage multiplier)
Victor  [author] 27 Jul @ 7:46am 
No idea, what is the mod that changes prison break behaviour? The prison break command needs them to be prisoners first, and I don't think the type of wall makes any difference for the prison break's code. If you can reproduce the problem, try disabling that specific mod, and see if it fixes it. Otherwise, you can try a binary search: disable half of the mods (not including this one), and see if they still mine the walls, if they don't, try with the other half, and keep halving the list until you find which one is causing it.